Assetto Corsa PC Mods General DiscussionPC 

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Please help me. I asked the same question a few years ago, but nothing I did solved it, so I'm asking again. This problem only occurs on the left wheel of a gtsupreme's JGTC GT300 car. See, it's still "alive". The other side is fine. I am hoping for some working solution.

I'm absolutely not an expert on car modding, but probably there's something "placed-mapped" wrong on that specific side of the car. It happens the same also in the CM Showroom where you can let wheel spin?
 
does anyone knows why I get this in RMi Spa 2003-2025 ?

And how to solve it?
 

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Please help me. I asked the same question a few years ago, but nothing I did solved it, so I'm asking again. This problem only occurs on the left wheel of a gtsupreme's JGTC GT300 car. See, it's still "alive". The other side is fine. I am hoping for some working solution.

That looks like he's added a rim-blur to the left hand side and not the right, but its not aligned properly and I've never seen them move like that before. But without having the model its hard to tell, I'll have to grab one and have a look. Are you doing anything specific that makes the rims move like that when you focus on them?
 
Hi there,
I have PURE 2.61 installed (HighRes) and it already provides me with some outstanding graphics and FPS (capped @120 No V-Sync) on 2160p (4K) resolution. Now question: Is using a PP filter a "must" for complementing PURE? Tried on (Natural) and FPS dives to ~84-85. Quite an difference in FPS, but visually not that much. Are you folks using PP filters in conjunction with PURE? What are the benefits?
 
Does anyone knows (@leBluem @RMi_wood) why things placed with TrackDecoration latest version flyes over the asphalt and if there's something that i can do to make them touch the ground properly? Thanks

View attachment 1468037View attachment 1468038
If you are making your own objects, in blender they have to be on the green line, the Y axis. this way they auto touch the ground.
Saves faffing.
If its not your own object and to you blender is for smoothie's, do it RMi's way.

Screenshot 2025-07-28 135840.jpg
 
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If you are making your own objects, in blender they have to be on the green line, the Y axis. this way they auto touch the ground.
Saves faffing.
If its not your own object and to you blender is for smoothie's, do it RMi's way.

View attachment 1468283
i was talking about the objects that are includeed, in that case RMi ambulance, which were floating no matter what i tried to place them on the ground with all the four wheels. I had to manually adjust it, even they are not perfect
 
i was talking about the objects that are includeed, in that case RMi ambulance, which were floating no matter what i tried to place them on the ground with all the four wheels. I had to manually adjust it, even they are not perfect
Yeah you'd have to go into blender and do what i wrote above. I discovered this and that was my fix. I guess if your putting a lot down a bit of work in blender would save in the long run.
 
Hi there,
I have PURE 2.61 installed (HighRes) and it already provides me with some outstanding graphics and FPS (capped @120 No V-Sync) on 2160p (4K) resolution. Now question: Is using a PP filter a "must" for complementing PURE? Tried on (Natural) and FPS dives to ~84-85. Quite an difference in FPS, but visually not that much. Are you folks using PP filters in conjunction with PURE? What are the benefits?
Do you mean PostProcessing in general?

If so, you can only use Pure Gamma and have PostProcessing deactivated.

Post Processing brings some nice effects like Glare (which boosts lights and such). And sure PP will bring you better colors and esp auto exposure.

In Pure Gamma i feature an auto exposure like brightness adaptioni in PP off mode, but it is not as goos as like in PostProcessing.


The PP off mode in AC is really a hack to have AC running with much fps, BUT PostProcessing brings many things which the game makes much nicer! If its only for the Tonemapping, i would say PP is actually necessary.
Tonemapping is a very needed process to "see" the colors eye friendly!


So without PP and tonemapping, the HDR image (every modern game is rendered in HDR) is directly send to the GPU.
Thatswhy it is so fast. BUT, you can't manage the HDR tones to be correctly displayed in SDR (what your monitor can show)

So typically you play in SDR (8bit per color channel = 24bit) and those color values (tones) have a limited range (0 lowest and 255 highest possible value)
In HDR you have nearly no limit and like in AC the color of the Sun is like 100 times higher then the monitor can display. Also the bright parts in the world are over that SDR limit.
So you need a process like a compression to get this HDR tones into SDR. This is called tonemapping. And this will take care, that you can see all the colors without a clipping limit.

This is Without PP and tonemapping (tones are cut, color burn):
1753713577845.png


This is with PP and tonemapping:
1753713655680.png



And this is Pure LCS, where the tones are correctly rendered in linear colors space:
1753714040658.png

So actually Pure LCS would be the way to go to display the correct colors. It is like the same like the HDR picture, but with a decent tonemapping and colors are not screwed by the AC shaders...
 
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Hi. Does somebody know what this black thing is at Fenryr's 0.9 version of Spa? I guess it is not supposed to be there, at least not in this shape anyway.

*edit: fixed it by adding these lines in the ext_config file:

[MESH_ADJUSTMENT_...]
ACTIVE=1
DESCRIPTION =
MESHES = '01WALL.040'
IS_RENDERABLE= 0
 

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New update is out 0.95.

UPDATE 0.95
Added more pit slots to endurance layout,
Fixed some visual bugs,
More spectators,
New Tv Camera set,
Updated some materials,
Added ferris wheel
Hi. Does somebody know what this black thing is at Fenryr's 0.9 version of Spa? I guess it is not supposed to be there, at least not in this shape anyway. Could see it only from a bit further away, not when i was getting closer to it.

Now it has gone white. :D

bJ1mun.jpg
 
I'm absolutely not an expert on car modding, but probably there's something "placed-mapped" wrong on that specific side of the car. It happens the same also in the CM Showroom where you can let wheel spin?


As you can see, within CM Showroom it's fine. There is no "blurred_objects.ini" or "ext_config.ini" which is confusing me.
 


As you can see, within CM Showroom it's fine. There is no "blurred_objects.ini" or "ext_config.ini" which is confusing me.

You selected the brake disk, as per what i saw, it's more rim linked the problem you have. It looks like a wrong shader (or some settings via ext_config which replicate a fake movement, like used for wobbling exhaust pipes).

Check the ext_config of that car, and for sure you'll find the problem. Search the mesh-name inside the file if it's quite long.
 
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That looks like he's added a rim-blur to the left hand side and not the right, but its not aligned properly and I've never seen them move like that before. But without having the model its hard to tell, I'll have to grab one and have a look. Are you doing anything specific that makes the rims move like that when you focus on them?


I am not using "blurred_objects.ini" or "ext_config.ini". I am not doing anything special. It works fine in the CM showroom, but on the track it just looks weird.
 
Does anyone knows (@leBluem @RMi_wood) why things placed with TrackDecoration latest version flyes over the asphalt and if there's something that i can do to make them touch the ground properly? Thanks

View attachment 1468037View attachment 1468038
That model is slightly tilted forward but should not produce that result on flat ground.
Use the other ambulance or simply adjust the model.
By chance is the "align" box checked in TD? This can produce unexpected results
Also use the latest version 1.8
 
That model is slightly tilted forward but should not produce that result on flat ground.
Use the other ambulance or simply adjust the model.
By chance is the "align" box checked in TD? This can produce unexpected results
Also use the latest version 1.8
Latest version, don't remember about the "align" box checked tho. I will have to check again when possible, thanks.
 
Do you mean PostProcessing in general?

If so, you can only use Pure Gamma and have PostProcessing deactivated.

Post Processing brings some nice effects like Glare (which boosts lights and such). And sure PP will bring you better colors and esp auto exposure.

In Pure Gamma i feature an auto exposure like brightness adaption, but it is not as goos as like in PostProcessing.


The PP off mode in AC is really a hack to have AC running with much fps, BUT PostProcessing brings many things which the game makes much nicer! If its only for the Tonemapping, i would say PP is actually necessary.
Tonemapping is a very needed process to "see" the colors eye friendly!


So without PP and tonemapping, the HDR image (every modern game is rendered in HDR) is directly send to the GPU.
Thatswhy it is so fast. BUT, you can't manage the HDR tones to be correctly displayed in SDR (what your monitor can show)

So typically you play in SDR (8bit per color channel = 24bit) and those color values (tones) have a limited range (0 lowest and 255 highest possible value)
In HDR you have nearly no limit and like in AC the color of the Sun is like 100 times higher then the monitor can display. Also the bright parts in the world are over that SDR limit.
So you need a process like a compression to get this HDR tones into SDR. This is called tonemapping. And this will take care, that you can see all the colors without a clipping limit.

This is Without PP and tonemapping (tones are cut, color burn):
View attachment 1468301

This is with PP and tonemapping:
View attachment 1468302


And this is Pure LCS, where the tones are correctly rendered in linear colors space:
View attachment 1468306
So actually Pure LCS would be the way to go to display the correct colors. It is like the same like the HDR picture, but with a decent tonemapping and colors are not screwed by the AC shaders...
Thank you for this great post and detailed explanation.
 
Weird thing just randomly happened (or was maybe somehow related to trying to update all of my car previews automatically, during which CM seems to have crashed a gazillion times while it pretended to update tens of thousands of previews, but didn't):
My car (any car, it seems - manual, paddleshift or sequential) will barely pull away from a standing start, like the engine is really bogging down. Pressing the clutch almost all the way allows the revs to climb s-l-o-w-l-y, but it's like the car has no power, or is extremely slow to build power.
Accelerator/brake/clutch are all mapped perfectly in CM (I even remapped them) and the little overlay you can bring up showing their deployment all seems normal. Range of movement on the indicator correlates perfectly with pedal pressure/movement.
I vaguely remember someone else here experiencing something similar.
I've reinstalled CSP 0.2.12p1 and even downgraded to the recommended build.
Have restarted CM and even rebooted the PC, but the weirdness remains.
Any ideas?

Edit: it feels like trying to pull away with the handbrake on, if anyone here has ever done that by mistake in real life.
But the handbrake mapping seems OK.

Edit 2: I think I know what the issue is. Fifth gear seems to be permanently selected.
 
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You selected the brake disk, as per what i saw, it's more rim linked the problem you have. It looks like a wrong shader (or some settings via ext_config which replicate a fake movement, like used for wobbling exhaust pipes).

Check the ext_config of that car, and for sure you'll find the problem. Search the mesh-name inside the file if it's quite long.
I am not using "blurred_objects.ini" or "ext_config.ini". I am not doing anything special. It works fine in the CM showroom, but on the track it just looks weird.
 
Weird thing just randomly happened (or was maybe somehow related to trying to update all of my car previews automatically, during which CM seems to have crashed a gazillion times while it pretended to update tens of thousands of previews, but didn't):
My car (any car, it seems - manual, paddleshift or sequential) will barely pull away from a standing start, like the engine is really bogging down. Pressing the clutch almost all the way allows the revs to climb s-l-o-w-l-y, but it's like the car has no power, or is extremely slow to build power.
Accelerator/brake/clutch are all mapped perfectly in CM (I even remapped them) and the little overlay you can bring up showing their deployment all seems normal. Range of movement on the indicator correlates perfectly with pedal pressure/movement.
I vaguely remember someone else here experiencing something similar.
I've reinstalled CSP 0.2.12p1 and even downgraded to the recommended build.
Have restarted CM and even rebooted the PC, but the weirdness remains.
Any ideas?

Edit: it feels like trying to pull away with the handbrake on, if anyone here has ever done that by mistake in real life.
But the handbrake mapping seems OK.

Edit 2: I think I know what the issue is. Fifth gear seems to be permanently selected.
Have a look at awake physics in pits option seem to recall reading about some issues with this
 
I am not using "blurred_objects.ini" or "ext_config.ini". I am not doing anything special. It works fine in the CM showroom, but on the track it just looks weird.
You don't, but maybe who made the mod did it. Check twice. CM Showroom don't shows CSP things that can be only seen in game.
If you want, send me a link for that car so i can take a look at it. Without seeing is only a matter of options listed..
 
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You don't, but maybe who made the mod did it. Check twice. CM Showroom don't shows CSP things that can be only seen in game.
If you want, send me a link for that car so i can take a look at it. Without seeing is only a matter of options listed..
The version I'm using (gtsupreme).
https://mega.nz/folder/QnACXSaR#2s1MB0zaY8U1lTpEex8cyQ (jgtc300_porsche_996_late.rar)

A version with blurred rims and strange body shadows. (The rims are still "alive" as ever.)
 
The version I'm using (gtsupreme).
https://mega.nz/folder/QnACXSaR#2s1MB0zaY8U1lTpEex8cyQ (jgtc300_porsche_996_late.rar)

A version with blurred rims and strange body shadows. (The rims are still "alive" as ever.)
DM Me man, so we can avoid fill the thread. I have problem with modslocker website, which is blocked my AV
 
Have a look at awake physics in pits option seem to recall reading about some issues with this
Thanks, tried that but no joy. Thanks for the suggestion though.
I'm 100% convinced it's a hardware issue now, probably a hall sensor gone pop.
Shifter was permanently soft-locked in 5th, and remapping 5th in CM wasn't possible, the input for 5th just isn't getting recognised.
 
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DM Me man, so we can avoid fill the thread. I have problem with modslocker website, which is blocked my AV
Due to various circumstances, I am unable to send you a DM. I apologize. I have provided another link. This is the best I can do for now.

 
Due to various circumstances, I am unable to send you a DM. I apologize. I have provided another link. This is the best I can do for now.

As i said before, they are using a wrong shader. ksTree, that's why the whole part is flying in the air. You need to fix it via ext_config in order to set the proper shader.

Immagine 2025-07-28 194828.jpg
 
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HORSMA RACEWAY ENHANCED 1.0 by Supernova
Link to the updated version of the track: https://sharemods.com/h9k621neg037/Ghoults_-_Horsma_Raceway_v1.0_by_Ghoults_for_AC_1.16.4.rar.html

Changes:
  • New Grass Fx (also replaced the ground textures)
  • Improved vegetation tone
  • Added and improved spectator textures
  • Added flags, service vehicles, security personnel, trees, cameras in a new kn5 file via Track Decoration (thanks to leBluem and @RMi_wood )
  • Thanks also to @CrisT86 for some lines of code from his old config, Lights and Rain.

I hope I didn't forget anything, if you like, test it and see if there are any bugs.
Install: Copy and paste the content folder into your Assetto Corsa folder, replacing if required.



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